// SPDX-License-Identifier: MIT // // EmulationStation Desktop Edition // GuiSettings.h // // User interface template for a settings GUI. // The saving of es_settings.xml, the reload of gamelists and some other actions are // also triggered to be executed here via flags set by the menu entries' lambda functions. // #ifndef ES_APP_GUIS_GUI_SETTINGS_H #define ES_APP_GUIS_GUI_SETTINGS_H #include "SystemData.h" #include "components/MenuComponent.h" #include "views/ViewController.h" // This is just a really simple template for a GUI that calls some save functions when closed. class GuiSettings : public GuiComponent { public: GuiSettings(std::string title); virtual ~GuiSettings(); void save(); void addRow(const ComponentListRow& row, bool setCursorHere = false) { mMenu.addRow(row, setCursorHere); } void addWithLabel(const std::string& label, const std::shared_ptr& comp) { mMenu.addWithLabel(label, comp); } void addEditableTextComponent(const std::string label, std::shared_ptr ed, std::string value, std::string defaultValue = "", bool isPassword = false); void addSaveFunc(const std::function& func) { mSaveFuncs.push_back(func); } MenuComponent& getMenu() { return mMenu; } glm::vec2 getMenuSize() { return mMenu.getSize(); } void setMenuSize(glm::vec2 size) { mMenu.setSize(size); } glm::vec3 getMenuPosition() { return mMenu.getPosition(); } void setMenuPosition(glm::vec3 position) { mMenu.setPosition(position); } void setNeedsSaving(bool state = true) { mNeedsSaving = state; } void setNeedsCollectionsUpdate() { mNeedsCollectionsUpdate = true; } void setNeedsSorting() { mNeedsSorting = true; } void setNeedsSortingCollections() { mNeedsSortingCollections = true; } void setNeedsResetFilters() { mNeedsResetFilters = true; } void setNeedsReloading() { mNeedsReloading = true; } void setNeedsGoToStart() { mNeedsGoToStart = true; } void setNeedsGoToSystem(SystemData* goToSystem) { mNeedsGoToSystem = true; mGoToSystem = goToSystem; }; void setNeedsGoToGroupedCollections() { mNeedsGoToGroupedCollections = true; } void setInvalidateCachedBackground() { mInvalidateCachedBackground = true; } bool input(InputConfig* config, Input input) override; std::vector getHelpPrompts() override; HelpStyle getHelpStyle() override { return ViewController::getInstance()->getViewHelpStyle(); } private: Renderer* mRenderer; MenuComponent mMenu; std::vector> mSaveFuncs; SystemData* mGoToSystem; bool mNeedsSaving; bool mNeedsCollectionsUpdate; bool mNeedsSorting; bool mNeedsSortingCollections; bool mNeedsResetFilters; bool mNeedsReloading; bool mNeedsGoToStart; bool mNeedsGoToSystem; bool mNeedsGoToGroupedCollections; bool mInvalidateCachedBackground; }; #endif // ES_APP_GUIS_GUI_SETTINGS_H